3 releases

new 0.1.3 Jul 22, 2024
0.1.2 Jul 15, 2024
0.1.1 Jun 24, 2024
0.1.0 May 30, 2016

#150 in Game dev

Download history 26/week @ 2024-04-03 1/week @ 2024-06-05 1/week @ 2024-06-12 230/week @ 2024-06-19 223/week @ 2024-06-26 211/week @ 2024-07-03 357/week @ 2024-07-10 265/week @ 2024-07-17

1,195 downloads per month
Used in 4 crates

MPL-2.0 license

1MB
18K SLoC

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Rust bindings for Godot 4

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The godot crate integrates the Rust language with Godot 4.

Godot is an open-source game engine, focusing on a productive and batteries-included 2D and 3D experience.
Its GDExtension API allows integrating third-party languages and libraries.

Philosophy

The Rust binding is an alternative to GDScript, with a focus on type safety, scalability and performance.

The primary goal of this library is to provide a pragmatic Rust API for game developers. Recurring workflows should be simple and require minimal boilerplate. APIs are designed to be safe and idiomatic Rust wherever possible. Due to interacting with Godot as a C++ engine, we sometimes follow unconventional approaches to provide a good user experience.

Example

The following code snippet demonstrates writing a simple Godot class Player in Rust.

use godot::prelude::*;
use godot::classes::{ISprite2D, Sprite2D};

// Declare the Player class inheriting Sprite2D.
#[derive(GodotClass)]
#[class(base=Sprite2D)]
struct Player {
    // Inheritance via composition: access to Sprite2D methods.
    base: Base<Sprite2D>,

    // Other fields.
    velocity: Vector2,
    hitpoints: i32,
}

// Implement Godot's virtual methods via predefined trait.
#[godot_api]
impl ISprite2D for Player {
    // Default constructor (base object is passed in).
    fn init(base: Base<Sprite2D>) -> Self {
        Player {
            base,
            velocity: Vector2::ZERO,
            hitpoints: 100,
        }
    }

    // Override the `_ready` method.
    fn ready(&mut self) {
        godot_print!("Player ready!");
    }
}

// Implement custom methods that can be called from GDScript.
#[godot_api]
impl Player {
    #[func]
    fn take_damage(&mut self, damage: i32) {
        self.hitpoints -= damage;
        godot_print!("Player hit! HP left: {}", self.hitpoints);
    }
}

More

For more information, check out our Website or GitHub page!

Dependencies

~3.5–5.5MB
~132K SLoC